Skills / Ancient Forge upgrades
Abyssus Ancient Forge Upgrades
Search 72 weapon Forge effects and 71 distinct ability effects. Start with an upgrade whose trigger your fire mode can repeat, then add a multiplier or uptime improvement that protects the same loop.
Trigger first, multiplier second
Weapon mods and ability mods use different menus
Primary and Secondary fire modes are selected at the Lobby Workbench. Ancient Forge upgrades are selected during an expedition after unlocking Ancient Forge on the Soul Wheel. Complete ability Mastery challenges to expand the ability pool. Artificer allows both weapon and ability choices at the same Forge.
Ability locations and mastery conditions → · Weapon fire-mode unlocks →
All weapon Forge effects
| Weapon | Upgrade | Reference effect text |
|---|---|---|
| Disc Thrower | Spare Discs | +3 maximum stored discs. |
| Disc Thrower | Slim Discs | Increases disc speed by 100% and reduces spread and damage falloff. |
| Disc Thrower | Halting Discs | Discs spin in place for 2 sec. after hitting an enemy, then continue their arc. They deal continuous damage to nearby enemies while spinning. |
| Disc Thrower | Twin Discs | Weakspot hits fire an additional disc that deals 70% less damage and is destroyed on impact. |
| Disc Thrower | Whetting Bounce | Discs deal 120% more damage if they bounce on the environment before hitting an enemy. |
| Disc Thrower | Elemental Overcharge | Your Secondary deals 50% more damage each time the same disc triggers its effect. |
| Disc Thrower | Automatic Detonation | Weakspot hits with your Primary automatically trigger your Secondary. |
| Disc Thrower | Priming Flight | Primary and Secondary deals up to 100% increased damage based on distance traveled. |
| Tesla Gun | Spark Gap | Increase fire rate the longer you fire without letting go of your Primary. |
| Tesla Gun | Streamlined Transistor | Increase damage the longer you fire without letting go of your Primary. |
| Tesla Gun | Compact Transformer | Secondary charges twice as fast. |
| Tesla Gun | Larger Battery | Secondary can be charged an additional 2 steps, increasing its effect. |
| Tesla Gun | Wireless Transmitter | Your Secondary's duration is increased by 20% for each active Secondary effect. |
| Tesla Gun | High Voltage | Deal 20% more Primary damage to enemies currently being hit by the Secondary. |
| Tesla Gun | High-Frequency | Increases range/radius of your Secondary by 50%. |
| Tesla Gun | Backup Battery | Increase magazine size by 50. Killing enemies grants 10 stacks of Backup Battery. When you run out of ammo, stacks of Backup Battery are consumed to instantly refund 1 ammo per stack. |
| Plasma Launcher | Seismic Fuel | Hitting 3 enemies increases the explosion radius for 5 sec. |
| Plasma Launcher | Molotov Fuel | Enemies take 50% continuous weapon damage for 5 sec. after being hit. |
| Plasma Launcher | Revolving Valve | Lasting attacks have doubled duration, charged attacks have halved buildup. |
| Plasma Launcher | Explosive Valve | Damage now scales with the projectile's explosion radius. |
| Plasma Launcher | Accelerating Core | Explosions increase in size the further the projectile travels. Up to 100%. |
| Plasma Launcher | Bouncy Core | Projectiles bounce 2 times or until an enemy is directly hit, exploding each bounce and dealing 25% more damage. |
| Plasma Launcher | Spreading Heat | Hitting an enemy suffering from status effects or that is Stunned, Slowed, Frozen or Rooted deals the same damage to a nearby enemy. |
| Plasma Launcher | Repeating Blasts | Plasma Launcher explosions have a 60% chance of triggering again. Additional explosions can also trigger again, but have a 20% decreased chance per explosion. |
| Brine Revolver | Combustion Muzzle | Reloading empowers the next bullet, making it deal 50% more damage. |
| Brine Revolver | Critical Cylinder | Weakspot hits have a chance to recover 1 ammo. |
| Brine Revolver | Fast Trigger | A bullet fired within 0.8 sec. of the last one deals 25% increased damage. Damage stacks until reload. |
| Brine Revolver | Boosted Cylinder | Hitting an enemy with your Secondary increases fire rate for 3 sec. |
| Brine Revolver | Overload Bullets | Adds stacks of "Overload" to the player. Overload stacks are consumed when shooting an enemy with your Secondary. Your Secondary deals 25% additional damage per stack of Overload at the time of firing. |
| Brine Revolver | Critical Bullets | Each consecutive Weakspot hit increases damage by 5%. Reloading resets the damage bonus. |
| Brine Revolver | Exploitative Bullets | Your damage over time multiplier is increased by 50% while scoped. |
| Brine Revolver | Accelerating Bullets | Deals 50% more Weakspot damage to enemies beyond 20 meters. |
| Combat Bow | Spined Arrow | Arrows deal 25% weapon damage as damage over time. Can stack, but all stacks disappear after 5 sec. |
| Combat Bow | Pressure Arrow | Arrows have an aura around them that damages enemies it passes through, dealing 50% weapon damage. |
| Combat Bow | True Form | Sweetspots always count as Weakspot hits. |
| Combat Bow | Consistent Scope | Sweetspots shoot an additional arrow that deals 50% less damage. |
| Combat Bow | Stable String | Each consecutive Weakspot hit deals 10% increased damage. Stacks 25 times. |
| Combat Bow | Elastic String | Reaches full charge faster; continuing to charge increases damage by up to 50%. |
| Combat Bow | Longbow | Arrows deal up to 50% more Weakspot damage based on the distance traveled. |
| Combat Bow | Shortbow | Arrows are automatically shot once fully charged. Can be held to shoot continuously. |
| Fish Deity | Elastic Goo | Projectiles bounce, exploding and dealing 25% more damage for each bounce. |
| Fish Deity | Softening Acid | Enemies hit by your Primary take 50% more damage from your next Secondary. |
| Fish Deity | Weakening Jabs | Enemies hit by your Secondary are Weakened and Slowed. |
| Fish Deity | Repeating Jabs | Weakspot stabs create a second stab. |
| Fish Deity | Pursuing Horn | Killing an enemy refreshes Dash. Dashing increases your Secondary damage by 25% for 2 sec. |
| Fish Deity | Long Horn | Secondary range increases by 50%. |
| Fish Deity | Stunning Strike | Increase the Fish Deity's Stun duration by 300%. |
| Fish Deity | Discharging Reload | A discarded Fish Deity explodes in a 8-meter radius after reloading, dealing 2000 damage and stunning enemies hit. |
| Shotgun | Light Frame | Moving during combat builds Momentum that increases fire rate by up to 80% and movement speed by up to 80%. Clears outside of combat and drains while standing still. |
| Shotgun | Long Barrel | Reduces spread by 50% and increases Weakspot damage by 50%. |
| Shotgun | Sawed-Off Barrel | Increases damage by 50%, but also increases spread by 50%. |
| Shotgun | Heavy Shell | Secondary Fire applies Slow and Weak on enemies hit. |
| Shotgun | Compact Shell | Killing an enemy makes the next shot deal 100% more damage. Does not stack. |
| Shotgun | Optimized Gauge | Deal 50% additional damage to Stunned, Slowed, Frozen or Rooted enemies. |
| Shotgun | Automatic Trigger | Using your Primary makes the next Secondary attack deal 80% more damage. |
| Shotgun | Automatic Action | Using your Secondary makes the next Primary attack deal 80% more damage. |
| Harpoon Gun | Charged Harpoons | Primary and Secondary can be charged, causing up to 6 harpoons to be fired in quick succession. |
| Harpoon Gun | Rapid Harpoons | Increases fire rate by 50%. |
| Harpoon Gun | Splitting Harpoons | Weakspots create an additional harpoon that seeks out a new target. |
| Harpoon Gun | Blessed Harpoons | Primary and Secondary deals 10% more damage for every Minor and Major Blessing. |
| Harpoon Gun | Charmed Harpoons | Gain buffs based on your Charms. Common: +20% fire rate and +20% damage. Rare: +30% reload speed and +20% Blessing trigger chance. Legendary: Shoot an extra harpoon. |
| Harpoon Gun | Increased Combo | Increases maximum Combo Points by 1. |
| Harpoon Gun | Precise Combo | Marks a random Combo Point. Spending that amount of Combo Points increases the effect as if it consumed the maximum amount +1. |
| Harpoon Gun | Plentiful Combo | For each consumed Combo Point, refill 1 ammo. |
| Engine Rifle | Prolonged Revving | Shooting enemies reduces Heat. |
| Engine Rifle | Greased Barrel | Increases damage the longer you fire without letting go of your Primary or Secondary. |
| Engine Rifle | Insulated Barrel | Increases fire rate by up to 100% the higher your Heat is. |
| Engine Rifle | Heat Converter | Deal up to 100% more damage the higher your Heat is. |
| Engine Rifle | Binary Cooling | Heat no longer decreases over time after Overheating, but is cleared after 5 sec. Patch note: Hotfix 1.3.62817 fixed Binary Cooling not working for some players. |
| Engine Rifle | Burst Cooling | Stops Heat from increasing for 5 sec. after Overheated is cleared. |
| Engine Rifle | Large Capacity | Increases the max clip size and the Overheat threshold by 100%. |
| Engine Rifle | Heat Expulsion | Explodes in a 15-meter radius once Overheated, dealing 1000% weapon damage. |
All 71 distinct ability Forge upgrades
Five are shared; the other 66 belong to one ability. Each ability therefore has 16 documented choices. Select an ability below for its unique effects, or Shared for the common pool.
| Ability | Upgrade | Effect |
|---|---|---|
| All abilities | Extra Pockets | Adds 3 ability charges. Source ↗ |
| All abilities | Increased Efficiency | Kills reduce the ability cooldown. Source ↗ |
| All abilities | Rich Get Richer | Each ability charge reduces cooldown by 10%. Source ↗ |
| All abilities | Investment | Ability damage increases by 10% for each God Blessing on that ability. Source ↗ |
| All abilities | Double Trouble | Ability Blessings have a 30% chance to trigger twice. Source ↗ |
| Frag Grenade | Exposure Blast | Enemies struck by a grenade explosion take 15% more damage. Source ↗ |
| Frag Grenade | Domino | Enemies killed by a grenade, or shortly after its hit, explode for 60% ability damage. Source ↗ |
| Frag Grenade | Explosive Culling | Grenade damage increases against enemies with more missing Health. Source ↗ |
| Frag Grenade | Implosive Force | The explosion pulls enemies inward and stuns them for 1 second. Source ↗ |
| Frag Grenade | Cluster Bomb | Detonating grenades split into explosive fragments. Source ↗ |
| Frag Grenade | Compact Grenade | Triples grenade damage; halves available charges, rounded up. Source ↗ |
| Frag Grenade | Shrapnel | Hits add continuous damage equal to 25% grenade damage for 3 seconds. Source ↗ |
| Frag Grenade | Bouncy Bomb | Grenades survive enemy impacts and explode on each bounce. Bounce blasts have half range and damage. Source ↗ |
| Frag Grenade | Gas Grenade | Leaves a gas cloud dealing continuous damage equal to 50% grenade damage. Source ↗ |
| Frag Grenade | Gashing Shell | Deals 25% more damage to enemies with status effects, Stun, Slow, Frozen or Root. Source ↗ |
| Frag Grenade | Sharp Shell | Grenade weakspot hits increase explosion damage by 25% and restore 25% of the cooldown. Source ↗ |
| Anchor | Self-sustaining | Each enemy hit reduces the ability cooldown by 10%. Source ↗ |
| Anchor | The Thrill | Each enemy hit grants 10% movement speed for 5 seconds. Source ↗ |
| Anchor | Grenanchor | Changes the Anchor into a thrown attack. Source ↗ |
| Anchor | Brine | Leaves a toxic pool that repeatedly deals 25% Anchor damage to nearby enemies. Source ↗ |
| Anchor | Bulwark | Grants brief invulnerability during the swing. Source ↗ |
| Anchor | Fearless | Deals 50% more damage within 5 meters. Source ↗ |
| Anchor | Anchored | Grounds flying enemies and makes them take 100% more damage for 5 seconds. Source ↗ |
| Anchor | Bonebreaker | Enemies hit deal 25% less damage for 5 seconds. Source ↗ |
| Anchor | Mighty | Hits knock enemies back. Source ↗ |
| Anchor | Geyser | Adds a delayed explosion at the impact point for 150% Anchor damage. Source ↗ |
| Anchor | Death Slam | Deals 50% more damage against enemies at full Health. Source ↗ |
| Smiting Spear | Shockwave | Sticking a spear and every third hit create a shockwave dealing 40 damage. Source ↗ |
| Smiting Spear | Chain Pulse | A pulse has a 60% chance to trigger pulses from other spears. Source ↗ |
| Smiting Spear | Charmed Spear | Common Charm: +20% pulse damage. Rare: +50% duration. Legendary: +1 pulse. Source ↗ |
| Smiting Spear | Sticking Spear | Spears attached to enemies deal 20% more pulse damage. Source ↗ |
| Smiting Spear | Weakspot Spear | Spears attached to weakspots gain 25% damage and range. Source ↗ |
| Smiting Spear | Fragmenting Spear | Sticking fires a 40-damage fragment at a nearby enemy; additional attached spears add fragments. Source ↗ |
| Smiting Spear | Spear Grid | Attached spears form a field between them that deals 30 damage to entering enemies. Source ↗ |
| Smiting Spear | Split Spear | Throws additional spears diagonally left and right. Source ↗ |
| Smiting Spear | Enduring Spear | A kill from a spear, or shortly after its hit, resets that spear’s duration. Source ↗ |
| Smiting Spear | Environmental Spear | Spears attached to scenery Slow nearby enemies and make them take 5% more damage. Source ↗ |
| Smiting Spear | Charged Spear | Charging consumes ability charges. Each consumed charge increases damage and duration, and decreases damage intervals, by 50%. Source ↗ |
| Ancient Core | Cone Blast | Hits every enemy in a cone instead of only the first target. Source ↗ |
| Ancient Core | Gold Blast | Enemies killed by the blast drop Gold. Source ↗ |
| Ancient Core | Stun Blast | Adds Stun to the blast. Source ↗ |
| Ancient Core | Bounce Blast | The blast bounces to one additional nearby enemy. Source ↗ |
| Ancient Core | Active Reload | A Core kill resets its cooldown. Source ↗ |
| Ancient Core | Target Lock | Repeated Core hits against the same enemy each add 10% damage. Source ↗ |
| Ancient Core | Hunter's Mark | Marks the target for 5 seconds, increasing all weakspot damage it receives by 25%. Source ↗ |
| Ancient Core | Laser Sight | Distance increases damage by up to 50%. Source ↗ |
| Ancient Core | Death Strike | Deals 50% more damage against enemies at full Health. Source ↗ |
| Ancient Core | Trigger Happy | Using the Core within 2 seconds of its cooldown refreshing grants 50% more damage. Source ↗ |
| Ancient Core | Explosive Blast | Adds an impact explosion dealing 25% of the hit’s damage to nearby enemies. Source ↗ |
| Brine Field | Quality Over Quantity | Recasting improves the current field instead of placing another: +20% benefits and +20% area. Source ↗ |
| Brine Field | Personal Space | Enemies in the field take 15% more damage from all sources. Source ↗ |
| Brine Field | Safety Dance | The field grants 30% increased fire rate. Source ↗ |
| Brine Field | Lingering Field | Field effects persist for 5 seconds after a player or enemy leaves. Source ↗ |
| Brine Field | Steady Field | Players inside the field deal 30% more weakspot damage. Source ↗ |
| Brine Field | Mobility Field | Attaches the field to you, reducing its size by 20%. Source ↗ |
| Brine Field | End With a Bang! | A destroyed field explodes for 300 damage in a 10-meter radius. Source ↗ |
| Brine Field | Time Warp | Increases the enemy Slow by 20% and Slows enemy projectiles in the field by 70%. Source ↗ |
| Brine Field | Noxious Bubble | Status effects on enemies inside the field tick at 200% speed. Source ↗ |
| Brine Field | Expanding Territory | The deployed field continually grows. Source ↗ |
| Brine Field | Sanctum | Brine Field Blessings trigger 3% more frequently per meter of radius. Source ↗ |
| Turret | Sniper Mode | Fires more slowly, gains 500% damage, and every hit counts as a weakspot. The archived tooltip says “reduce Fire Rate by 200%”. Its numerical interpretation is unclear, so this planner does not calculate a firing interval from that phrase. Source ↗ |
| Turret | Drones | Turrets fly near you and shoot nearby enemies. Source ↗ |
| Turret | Ammo Transfer | A Turret hit has a 60% chance to restore 1 round to your magazine. Source ↗ |
| Turret | Buddy System | Reduces cooldown by 10 seconds and lowers individual Turret damage; nearby Turrets increase one another’s damage. Source ↗ |
| Turret | Unstable Cores | Deployment creates an explosion and Stun in a 10-meter radius. Source ↗ |
| Turret | Sentinel | Each player within 15 meters grants the Turret 20% fire rate. Source ↗ |
| Turret | Persistent | Adds 10% damage and 50% duration. Source ↗ |
| Turret | Spiked Ammunition | Projectiles explode on impact and deal 25% additional damage. Source ↗ |
| Turret | Guiding Bullet | You deal 25% more damage to the Turret’s target. Source ↗ |
| Turret | Teamwork | Turret kills add 10% to your fire rate; your kills add 10% to Turret fire rate. Source ↗ |
| Turret | Ricochet | Shots bounce to another enemy, dealing 50% less damage on the bounce. Source ↗ |
How to evaluate a Forge choice
- Confirm the fire mode. A charge, Weakspot or Secondary trigger is not valuable if the selected mode rarely produces it.
- Estimate real uptime. Distance, uninterrupted firing and kill conditions should be judged in the encounter that is ending the run.
- Repair the bottleneck. Range, magazine, reload or control can beat another damage clause if it lets you complete the attack cycle safely.
- Check interaction wording. Treat “Primary”, “Secondary”, “Weakspot” and status requirements literally; do not assume an effect applies to every source.